public void WorldLoaded(World world, WorldRenderer wr)
{
if (world.Type != WorldType.Editor)
return;
worldRenderer = wr;
foreach (var pr in Players.Players.Values)
wr.UpdatePalettesForPlayer(pr.Name, pr.Color, false);
var ts = world.Map.Grid.TileSize;
var width = world.Map.MapSize.X * ts.Width;
var height = world.Map.MapSize.Y * ts.Height;
screenMap = new SpatiallyPartitioned<EditorActorPreview>(width, height, info.BinSize);
foreach (var kv in world.Map.ActorDefinitions)
Add(kv.Key, new ActorReference(kv.Value.Value, kv.Value.ToDictionary()), true);
// Update neighbours in one pass
foreach (var p in previews)
UpdateNeighbours(p.Footprint);
}